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Open Design - Dark Roads and Golden Hells - Shadow Planes and Pocket Worlds PDF
Open Design - Dark Roads and Golden Hells - Shadow Planes and Pocket Worlds PDF
Open Design - Dark Roads and Golden Hells - Shadow Planes and Pocket Worlds PDF
ShadowPlanes
Pocket Worlds
A Dark Roads and
Supplement
Golden Hells
Shadow Planes
Pocket Worlds
&
A Dark Roads and Golden Hells
Supplement
Credits
Lead Designer: Dan Voyce Cover Artist: Malcolm McClinton
Designers: Jarrod Camiré, Sarah Hood, Interior Artists: Rick Hershey, Marc Radle,
Chad Middleton, Umber Phillips, Hugo Solis, Corey Trego-Erdner
John Pope, Burt Smith, Brian Suskind, Cover Design and Interior Layout: Marc Radle
George “Loki” Williams Publisher: Wolfgang Baur
Editor: Scott Gable
Patrons
David Ackermann, Jason Alexander, Anonymous, Paul Baalham, Michael Baker, Chris Banks, Stefan Beate, Tom Benton, Mark Bibler, James Biltcliffe, Tycho
Bismeijer, Shane Blake, Jonas Boesch, Alain Bourgeois, Daniel Brumme, Jarrod Camiré, Jeremy Chee, Wil Church, David Clark, Jim Clunie, Bradley Colver,
Will Cooper, Matthew Craft, Patrick Curtin, Matthew C. Cutter, Adam Daigle, David DeRocha, Sebastian Dietz, Bob Doherty, Andrew Durston, Brett
Easterbrook, Jeffrey Erwin, Ben Ferguson, Jordan Fong, Mike Franke, Michael Furlanetto, Steve Geddes, Georg Gerleigner, Thilo Graf, Richard Green, Allan
Grohe, Jim Groves, Amos Hairston, Patrick Halverson, Lachlan Hayes, Sarah Hood, Ronald Hopkins, Timothy Huber, Tracy Hurley, Iyar Inyamin, Phillip
Ives, Brian Izzolena, Clare Jones, Alexander Kanous, William Keith, Kevin Keller, Chris Kentlea, David Koerner, Alan Kohler, C Krumins, David Lai, Michael
Lane, Christina Lauricella, Andrew Lee Kian Beng, Jerry LeNeave, Riccardo Lenzi, Brian Liberge, Eric Lopez, Jason Lund, Tim Luttermoser, Ken Marable, Matt
Maranda, Ben McFarland, Joel Meador, Francois Michel, Chad Middleton, Steven Milner, Olivier Miralles, Michael Mockus, Jeff Moller, Sean Molley, Paul
Nasrat, Phil Nicholls, Britian Oates, Carlos Ovalle, Robert Paramonte, Robert Parker, Randolph Partain, Saajan Patel, James Payne, Edward Pease, John Pope,
Callum Prior, Dustin Rector, Tim Reitz, Kevin Reynolds, Nicholas Rice, Joseph Roberti, Wade Rockett, Jan Rodewald, Franz Georg Roesel, Adam Roy, Timmi
Rudolph, Paul Ryan, Eddy Schmidt, Adrian Scully, Sean Silva-Miramon, Michael Sixel, Burt Smith, Joey Smith, Trevor Sone, Jeffrey Spencer, Christina Stiles,
Brian Suskind, Constantin Terton, Josh Thompson, Sigfried Trent, Ian Turner, Lane Van Wormer, Giorgio Vergani, Cory Vickruck, Oliver von Sprecklesen,
Michael Waite, Stephen Wark, Oliver Weigel, Michael Welham, Joe Wells, George Williams, Benton Wilson, Henry Wong, Todd Worrell
Open Design and Midgard are trademarks of Open Design, LLC. Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder®
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the product.
Open Game Content: The Open content in this issue includes the new monsters. All other material is Product Identity, especially place names, character
names, locations, story elements, and fiction. No other portion of this work may be reproduced in any form without permission.
TM
Planes of Wonder Table of Contents
The experience of visiting the planes in an RPG should always be
one of wonder and surprise, of demons redeemed, of mysteries OTHER LOCATIONS 4
for warriors and combat among philosophers. This collection of
the strange and the mysterious contains all the elements that just MORA, THE CHILDREN’S TABLE 4
couldn’t fit into the main volume of planar lore from Open Design, RUSTY GEARS: The Tale of Charun
the Dark Roads & Golden Hells sourcebook. But these elements are and Ariadne 10
just as wondrous and strange, and the monsters, the dark plane, and
the hazards described here are useful to any adventurer who forsakes
ordinary realms for stranger planes. GAMEMASTERING INFINITY 11
PLANAR TRAPS, HAZARDS
Interestingly enough, the demi-plane of Mora presented here was & AFFLICTIONS 11
considered “too evil” by some patrons of the Dark Roads & Golden
Hells project. It is certainly a vile place, but perhaps that makes MAGIC ITEMS 16
heroes visiting it seem more virtuous by comparison. Certainly
Mora is the first location Open Design has ever published that made
BESTIARY 20
someone quit a project in protest. I’m not sure that’s a moment to
be proud of, exactly, but Open Design does have a long history of NEW TEMPLATES 20
the experimental, the weird, and the oddball material that larger NEW MONSTERS 21
publishers don’t exactly embrace. It’s possible that this strays over the
line for some readers—that judgment is up to you.
OPEN GAME LICENSE 25
As so often at Open Design, this project was spearheaded by Dan
Voyce, but the work was done by a talented group including members
of the Planewalker.com fan site. I think that Shadow Planes & Pocket
Worlds provides a lot of worthy material for gaming, and hope you
find it likewise useful and entertaining.
Onward!
Wolfgang Baur
Kirkland, WA
HISTORY
M
ora is a foreboding, fog-choked isle cast in the center of a
black, restless sea. Its location in the wider cosmology is
a mystery, recessed somewhere without stars. The outlier Legends abound of the realm’s origin, but many believe Mora was
of Mora consists of innumerable shards of darkened stone jutting once a primordial being or celestial mother cast out for betraying
from the waters, like teeth pointing inward, as if some monolithic her sacred duties—for preying upon children instead of protecting
them, for wounding instead of nurturing, for frightening instead of
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kraken were about to surface and swallow the isle whole. The mists
intensify, masking the exact shorelines, and cover a sprawling, comforting. Mora was flung into the blackest depths, only to survive
haunted moorland before eventually slipping away along the hills a broken, wretched, spiteful thing. There was said to be a great weight
and highlands. The land grows steeper and narrower, defying cast upon her so that she might never rise again: the stone that would
natural limits and taking on the quality of a singular, needling become the Children’s Table or perhaps the isle itself. Through long
spire. An ancient and crooked stair winds around this Lonely Spire, eons, the separation between Mora the isle and Mora the supposed
culminating in a small, forested tableland and the much-maligned chthonic mother blurred, and the realm’s malicious nature suggests
Children’s Table. they have become one and the same.
The She
PLANAR TRAITS The undisputed rulers of Mora are the she: free-willed, feminine
Mora is a lonely planar isle rising from a sea of darkness and aspects of the sentient isle itself, which are known to spring out of the
impenetrable fog. black earth and blasphemous mires without apparent cause. Sharing
little else besides a mother, the she are as varied as the monsters they
• Self-Contained Demiplane: Finding Mora is difficult but
command, and most attract subservient creatures of like kind. While
escaping its gloomy sprawl is harder still. The only consistent
Mora no doubt has a purpose for the she, nothing has materialized
means of entrance and exit exists in the bogeymen’s Bleakhouse,
out of their existence beyond petty rivalries and squabbles for
the crossings beyond the Gnash, and intermittent portals
dominion, for the she are bound to Mora and may never leave it.
scattered across the realm.
Ranging in power from lowly hags to grand fiends, the she
• Sentient: Mora is a sadistic entity. Survival checks suffer a −4 inherit bits and pieces of Mora’s personality, such as its hatred for
penalty. Location-based spells have a 30% chance of failure. children, thirst for blood, and desire to rule. Few are content to work
• Strongly Evil-Aligned their malice solely in Mora, and many she extend their reach through
loyal underlings, powerful spells, and cunning manipulations
• Enhanced Magic: Spells with the fear descriptor are enhanced in across worlds. Thusly, Mora and its daughters sustain all kinds of
Mora. Furthermore, specific spells become more powerful. Spells extraplanar villainy and lie at the heart of many devious plots.
that produce any kind of mist or fog are considered enlarged as
per the metamagic feat. Subjects of the phantasmal killer spell The Faceless Queen
suffer a −2 to Will saves to disbelieve the figment.
The Faceless Queen stands above all other she, oldest of Mora’s
• Impeded Bonus: All morale bonuses suffer a −1 penalty. surviving daughters. She looms, an eternal figure in a land otherwise
mercurial and contested, having triumphed over hundreds of her
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just small enough to go unnoticed by sharp-eyed captains until the Gnash, the shadows duplicate the effects of charm monster (DC 22)
hulls of their ships are ripped out from under them. Very few dare so long as the Shadowbox is visible, plus 1 day following that. Those
to sail these waters and, even then, frequent only two or three of the charmed are compelled to reach the Shadowbox and enter, which is
innumerable channels. a very treacherous intention indeed, climbing the slick cliffs to the
Mists along the outer-most teeth are thin and discernible, but summit, never mind passing beyond the threshold.
the closer one comes to Mora’s shore, the more twisted and obscured What lies within the Shadowbox is the topic of broad speculation,
the way becomes. Fog thickens, offering concealment and total but Nythes and her flocks avoid it at all costs. Common theory
concealment in places, coupled with varying depths of darkness. holds little answers, but the wildest speculations claim another,
While difficult to notice in the gloom, the teeth also shift from time more powerful she dwells in the Shadowbox. Laughable rumor or a
to time, opening and closing passages with only the slightest lapping goddess in exile, the Shadowbox is given the widest berth whenever
and faint breezes heralding their movements. Teeth have been possible.
known to come upon vessels suddenly, crushing all but the quickest
and most wary. Creeps
Beyond uneven shores lies a dense bank of fog hovering over a
Dread Sound: In a long, narrow pass between two immense rows of sodden moorland known as the Creeps, named for its slimy hills
teeth, confounded with shelves and shallow caves, sirens and harpies and moldy rises, serpentine streams and meres, and most of all the
lair in alarming number. Beautiful and passionate songs echo across stalkers in its soupy gloom—groping ghouls, banshees, hags, and
the channel, filling the shadows with a misplaced allure. The dark vampires among them. An unshakable chill dominates the Creeps,
hides the smears of feces, blood, and entrails upon the steep walls, and the persistent fog provides concealment throughout the moors
and gnawed bones crowd the lowest ledges. Dread Sound is a place and total concealment in lower-lying areas. The effectiveness of any
of monstrous feasting and revelry where bird women carry their spell or other effort to displace this fog is halved.
squirming meals for dissection and dance upon the gusts in bloody Ancient structures are strewn about the Creeps, neck-deep in the
ecstasy. They’ve been known to hunt far and wide but very rarely mires, linked by a meandering crosshatch of old roads. Fortresses of
descend upon Mora. The flocks know of secret crossings where the weathered stone, cloven monoliths, flattened manors, and shattered
Sea of Id connects to earthly waters. Often, they’ll use these points bridges speak to the rise and fall of uncounted she and many more
to launch terrestrial raids, only to return with spoils. When the of their adherents. Over the ages, the moors have become a sort of
opportunity presents itself, they’ll even lure entire ships across the neutral graveyard for secretive meetings and clandestine alliances.
planar border as a fine feast for their she queen. Monsters mostly congregate here, skulking in the shadows of the
Just below the waters of the sound lurks a nightmarish creature monuments, waiting for a queen to rise or perhaps return again.
Weeps
Closer to the Lonely Spire, Mora develops
rough highlands and mountains, which
create a maze of uneven cirques and
Other Locations
corries. Many of these fissures are
flooded and hundreds of lochs and meres
make islands of summits and hilltops.
The slopes are soggy messes, prone to
landslides and riddled with peat and
quicksand.
What rock and solid earth endures
is clearly marked by crowded stands of
trees, waterlogged whitebeams, beech,
and elms, collected wherever they can
take root. These scattered woods are
considered precious by the creatures
of the Weeps, and more often than not
are claimed by primal fey, territorial
monsters, and savage she.
from the rock itself. The interior is a clutter of baroque furnishings it be the portal to higher planes, the Heaven that Mora was banished
and pilfered gains. A labyrinth of claustrophobic chambers sit at from? Or like so many things in Mora, could it be nothing more
deranged angles and slanted pitches, teeming with dead‐ends, than a deception? Is the door false hope, an object to look upon
cyclical staircases, and doors without hinges or knobs. Sometimes and futilely long for or, worse, some sort of trap, opening to a place
proportion ceases to function normally amidst its turns, as if a even more despairing? Some claim it is the entrance to the Faceless
madman scrawled his insanity on paper and ordered it built. Queen’s palace, a dungeon extending the interior of the Lonely Spire.
Bleakhouse serves as boarding house for transient bogeymen Regardless of what lies beyond, there have been no accounts of the
between hunts and holds more permanent accommodations for doors ever opening.
Tableland
A skeletal wood casts claw-like shadows across the tableland,
called by some the Forest of Dead Dreams. Briar and thistle grow
The Narrowd thick and fierce across the floors, infested with diminutive fey and
The gaps between walls, crawlspaces, sewer pipes, attics, stalked by a unique breed of mangy, ashen dweomercat. Mora is its
and chimneys, the Narrowd is a planar road comprised of most malicious here and all Survival checks suffer a −8 penalty. All
every uncomfortable, tight, dark space out of plain view and locating spells have a 50% chance of failure.
linked together through spacial bending. Proportions alter Bogeymen extend their reach from the Lonely Spire and to the
strangely on the Narrowd, allowing Medium creatures to heart of the wood, where rests the Children’s Table. They operate
numerous outposts and guard winding trails between it and
travel the nexus of oppressive pathways but forcing them to
Bleakhouse. The proverbial big, bad wolf Maugdrar (werewolf ranger
inch, squeeze, and eek their way through. Likewise, regularly
8) and his wargs patrol the trails on behalf of the Faceless Queen.
Tiny creatures sometimes find themselves growing much
The remote wilderness, however, is entirely the purview of
larger, making deadly predators of standard rats and spiders.
the Bairn, child rangers, druids, and shaman, empowered by fey
The Narrowd is the preferred means of travel for smallfolk, magic. Their war has been raging the last hundred years, making
particularly household fey, but is not limited to wererats the tableland a heavily contested battlefield often marked by guerilla
and bogeymen. Its entrances and exits consist of awkward skirmish.
and out-of-the-way places, like under beds, out of cupboard
cabinets, between cramped, derelict buildings, and behind Children’s Table: In the heart of the Forest of Dead Dreams, there
cellar doors.. is a ring of monolithic cairns weathered into hideous shapes like
hunched, wailing figures. Their frozen faces reflect all creatures
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in muffled voices whether empty or full. Tall and crooked, Dreams, that visitors encounter imaginary friends from
he just barely passes as humanoid in the shadows of unlit their childhoods. Visitors who survive 1d3+1 days in the
streets and darkened rooms. Torbalan has three times as forest have been known to stumble upon old friends sitting
many joints as a normal bogeyman, one too many fingers patiently for a “tea party” or have had creatures resembling
and toes, and twice as many teeth shoved into an overlong their stuffed animals and forgotten toys leap to the rescue in
jaw. Warts, tumors, and deformities across his face and body a time of dire need.
suggest foreheads, elbows, chins, cheeks and hips where there These reunions are often emotional, as heartstrings from
oughtn’t be and make it a difficult task to look him dead on. earlier, happier times are pulled into the now. Imaginary
The Bag Man spends very little time exposed with help friends recall their children’s childhoods perfectly and
from his quickness and cloak of pure shadow in addition to his are almost always proud of how their children grew up.
small trove of magic rings, belts, bracers, slippers and tunics, Imaginary friends remain fiercely loyal and aid their children
all of which he wears in excess. Because of his many bumps in whatever ways they can. Sadly, their existence cannot
and almost‐appendages, each item bestows its enchantment extend beyond the forest, and without a person to sustain
upon him regardless of normal limitations, making for an them, they soon fade.
extremely formidable foe—not even accounting for his The Bairn make good use of their imaginary friends,
ancient cunning and prowess. who’ve fought long years by their side against the bogeymen.
Torbalan is general of the Faceless Queen’s forces. He Shyah’s own, the bird-dog Zonzur (imaginary friend owlbear
suffers no challenge: his sole rule of the bogeyman fraternity fighter 3), is the sworn enemy of Maugdrar, and the two have
over the ages is proof enough of that. Through a grand fought many vicious battles to stalemate.
mastery of fear tactics and an iron will, Torbalan manages
the queen’s vast network across the planes, and despite its
universal infamy, the Bag Man has ensured not only that the
organization continues but also that it flourishes.
Such power and prestige has drawn a very prominent
admirer, the witch‐queen Baba Yaga. She is rumored to share
an intimate bond with Torbalan, and he is the witch’s sole
provider of baby teeth, rendered fat, locks of hair, and all her
other child-borne spell components.
“The tale of Rusty Gears is the tale of Charun and Ariadne, of clacking looms
and grinding cogs, of things cast aside and broken, and of how they’re born
anew from junk. It’s a place of masks, and they’re never safe.”
—Arachne
harun stared at the beautiful young woman sitting in the “My own thread isn’t like these, nor is yours.”
C middle of his dark vessel. The hot sea breeze was caressing
her, as a lover would have done, playfully blowing the side
Again Charun remained silent but shivered strongly when
Ariadne conjured into view two complex lines representing their
of her rose pink dress up to reveal the shapely leg underneath. Her very own destinies beside many more pertaining to countless other
coppery skin gleamed under the sun like a promise leading to more souls. This time the brilliant lattice was completely anchored by the
intimate treasures. Hard to believe that this nubile mortal had woman whose blouse had taken on a metallic sheen, and for a very
already been a princess, the lover of the minotaur’s slayer, wife to a brief moment, this perfect vision brought elation to Charun. The
god, sentenced to Hades, and brought back. tangled fates of so many, restored at last. When Ariadne fingertips
Another time, another world, another reality altogether thought brushed the darkest rope of the ensemble, she knew. Looking at
the grim ferryman as he continued to scan the waters ahead of the rower, she seized the full extent of his desires, understanding
his old skiff. The Styx was like a current standing apart from the his complexity and dutifulness along with the sense of this strange
seemingly infinite ocean around them, an unmovable element that journey.
nothing could influence. The robed figure was rowing indefatigably “A mask, I am but a mask... a fragment sent elsewhere to learn
with his poll, all his senses buzzing by the very presence of Ariadne, about another world.”
which placed him in a disturbing state that he hadn’t experienced in Yes. In a way we all are. Soon you will be complete, however—
ages. whole again.
He had ferried countless millions of souls, rubbed shoulders “This is my fate...”
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with heroes, but rarely was he moved by a mind as brilliant as hers It is our duty, until the end of all things.
or, forced to admit, aroused by the sensuous presence of a lady such Ariadne acknowledged this inescapable truth just as Charun
as this one. tenderly cupped her chin in his callused hand. They shared a brief
An incomplete spirit, but not for long. regard. Words were now meaningless. The boatman returned at
As on cue, Ariadne looked at him, smiling. Rare were those who’d the stern just as a floating mass that defied imagination appeared,
smiled at Charun down the eons, but hers was genuine, untainted by barring the entire horizon.
fear or doubt, as if she’d placed her trust in him long ago. Charun “The Plane of Gears,” whispered Ariadne softly.
read all this in her mind as if she’d been an open book. Such thoughts The vessel passed at once through the plane’s border, as if the
were but a reminiscence of another time, long gone. Soon she would metallic wall had never existed, and Charun adroitly guided the
understand the very connection between them, between her and the vessel around moving gears as vast as continents to finally draw
millions of spirits surrounding this terrible craft, those souls adrift alongside the base of a gigantic shaft-like structure. Ariadne looked
in the wind, invisible to the former princess, but not to him, never to one last time at Charun, exchanging with him a silent farewell. Gears
him. Charun admired Ariadne longingly, intoxicated by her delicate not visible a moment before materialized and parted soundlessly
perfume and supreme femininity both, envious of her innocence to reveal a stairway that Ariadne began to ascend. As she climbed
while knowing well that the last vestiges of this false mortality would higher and higher, memories flooded into her, each image taking on
soon be stripped from her. substance. Gears, cogs, engines, looms, and fantastic devices were
Ariadne must have sensed the ferryman’s uneasiness. Charun’s appearing all about her to her sheer delight. The long flight of stairs
conflicting feelings and her desire to return home igniting the finally ended and yet another mechanical door parted to reveal her
spark required to perceive the surrounding seascape in a new way. private sanctuary.
Hundreds if not thousands of threads suddenly materialized all Ariadne took off her shoes and began a light-hearted dance. As
around them, like colorful ribbons carried along by the gentle wind. she spun round and round, a myriad of filaments brushed against
Ariadne laughed merrily and began to scoop the filaments by the her hips, and she felt each and every one of them, knowing about
dozens. Many were blood red and a few shined like gold, though the all these lives, about their dreams and hopes, joys and deceptions,
majority were silver-gray. while gladly accepting her role as Spinner of Fate. As she turned
Ariadne turned in the ferryman’s direction, excited like a young once more, she briefly caught her reflection in a silvery mirror. The
girl while exclaiming, “They shall serve later!” woman who looked back was wearing a strange mask of moving
Lost souls saved by the Spinner of Fate. Yes, they’ll serve all right gears, and Ariadne felt complete again. With a simple thought, she
somehow, sometime. willed this mask and countless more to dissolve into nothingness.
Charun said nothing and only nodded in agreement, as Ariadne Here, she had naught to hide. Ariadne had finally returned home, but
admired the handfuls of fine strands with a mitigated expression. she wondered if, in truth, she had ever left at all.
HAZARDS of how well known it is. Also, apply the table’s results to plane shift
attempts (which may result in travelers ending up on the wrong
Aleph plane), and dimension door overshoots or misses the target by 1d8
Drifting through the beyond like giant incorporeal dandelion squares. Other spells generally have side effects based on the worst-
heads or three-dimensional snowflakes, alephs are wispy nodes of case scenarios.
sparkling light. Every aleph is a mobile conjunction of all existence, Every time it affects a teleportation, a patch of slime expands by
a compression of infinite possibilities, containing every other point 1d10 ft., plus the level (in feet) of the spell used. Liminal slime can be
in space and time. Alephs are most common on chaotic planes destroyed by normal means.
and those undergoing upheaval but can be found anywhere. They
typically last 1d6 days. Non-Euclidean Angles
Magical effects rather than physical objects, alephs shed light as It’s possible to find non-Euclidean angles in both Order- and Chaos-
a torch, are insubstantial and vulnerable only to dispel magic and infused planes. One represents impossibly complex folds of space-
similar effects (treat the aleph as a 30th level effect). They typically time, and the other denies physics entirely. The game effects are
occupy a single 5-ft. square and float 1d6 × 5 ft. in a random direction identical.
each round (although they can sometimes remain stationary for Angles of objects seem to change when viewed from a different
random periods). They ignore terrain and pass through solid perspective or when no one is looking at them: concavity become
objects. convexity, angles dance between obtuse and acute, things that are
Objects or creatures entering an aleph find themselves small and things that are far away are difficult to differentiate (or
transported to a random plane (as if by plane shift; creatures bull
Gamemastering Infinity
perhaps objects are both at the same time?), and every time you
rushed or otherwise forced into the area may make a DC 15 Reflex count an object’s sides, you get different results.
save to avoid the aleph). Creatures can also pass into it voluntarily Terrain containing non-Euclidean angles is a profoundly
and can attempt to focus on a particular destination but must roll on unsettling sight, sometimes driving those who look upon it insane.
the teleportation accuracy chart (see teleport) as if the location was This functions like a gaze attack, allowing victims to avert their
“viewed once” even if they’re more familiar with it. Creatures that gaze (looking at their feet or not concentrating too hard on their
stay in contact with each other usually travel to the same destination. environment). Other observers must typically make a DC 15 Will
Anyone who gazes into an aleph can see everything in the save every 1d6 minutes or become shaken.
universe from every angle simultaneously—a mind-blowing
experience that causes 1d4 Wisdom damage/minute. A viewer NON-EUCLIDEAN ANGLE, CR 10
gazing into an aleph for at least 1 minute can attempt to scry; XP 9,600
otherwise, there’s only a 5% chance/round of a viewing character Type magical; Perception DC 20; Disable Device —
seeing something relevant or recognizable. Trigger proximity; Reset automatic
Effects A character can avoid stepping into a non-Euclidean angle
Dead Stone with a DC 15 Reflex save. Otherwise, roll on the table below:
Taken from the Underworld and most commonly encountered
there, somehow the very concept of stone has been killed or drained 1d12 Effect
from it. Dwarves are said to weep at the very touching of it, for they
feel no kinship or connection to it. 1 Target is never seen or heard from again, and magic
Dead stone is unaffected by magic designed to control normal cannot uncover their fate. Only wish or miracle can
stone or earth, such as rock to mud or stone shape. recover the target.
2–3 Target is teleported to a nearby plane.
Liminal Slime 4–6 Target is teleported to a random location on the same
Thought to emerge from Between, liminal slime is a nauseating, plane.
green-brown ichor, punctuated by bubbles that look uncannily like
7–12 Target is teleported 4d10 × 10 ft. in a random
staring eyes. Physically, it is harmless (although disgusting), but
direction and takes 2d6 damage (possibly more if they
should a character in its vicinity use astral projection, dimension
materialize in an object).
door, plane shift, teleport, or similar magic, the slime’s deadly power
is revealed. 13–15 Target walks partly out of existence and becomes
Liminal slime causes teleportation effects to go haywire. Any incorporeal for 1d6 rounds
such magic used within 100 ft. of a patch of liminal slime forces 16–20 Target is teleported 1d6 × 5 ft. in a random direction.
the teleporting character to roll on the teleport accuracy table (see
teleport) as if the location had only been “viewed once,” regardless A non-Euclidean angle’s effect varies each time it is entered. It affects
The pollen of a timeflower allows users to relive an event of their weapon (magical or mundane) that was completely destroyed, has a
past. A DC 15 Will save or concentration check allows the user to 5% chance to catch sight of it in their first glance at the raging river. A
experience a memory of their choice. Failure means the user basks in DC 30 Perception check is required to keep track of the item’s tumble
a random good or bad memory. In either case, the user sleeps for 1d6 through the torrent. Retrieving it is another matter entirely.
hours. Creatures wandering through a field of blooming timeflowers
are subject to the equivalent of a lullaby spell (DC 11). • The waters of the Gjoll bestow the ghost touch quality on any
Crushing a timeflower, even accidentally, releases the pent-up weapon immersed in it. Weapons removed from the torrent retain
time within it. The wielder is targeted by haste for 1 round/level or this property for 1 day.
HD but must make a DC 15 Fort save or be aged 1 year/round under • Creatures exposed to the water take 15d6 damage. If the exposure
the effects of haste. Rolling a 1 on this check, the target still ages but is brief, a DC 20 Reflex save can be made for half damage.
is affected by slow instead. Incorporeality is no defense.
• Plucking a specific weapon from the River Gjoll requires a DC
Hazards of the Ever River 30 Sleight of Hand check. Grabbing a random weapon is DC 25.
Magic sluices through the great, eternal river of the planes. It’s a rare Dipping a weapon in the waters requires a Strength or Sleight of
stretch of water that does not harbor some power or property related Hand check (DC 20). For every point by which the attempt fails,
to its environs. Named after some of its most famous stretches, the character takes 1d6 damage (maximum 15d6), and anything
according to Midgard lore, here are some sample hazards and they were grasping is lost to the flow.
terrains.
LETHE
ACHERON Known as the River of Unmindfulness, the Lethe winds its way
The River of Pain is not as terrible as its name suggests. Its waters through the Underworld. Even a brief touch brings forgetfulness
are a place of healing, not punishment—of cleansing and purging while a draught of it erases more than mere memory—it wipes a soul
the sins of mortals, of soothing the guilt that torments every soul. clean. Those who emerge do so untainted by good or evil, order or
Lantern archons swim beneath and dance on top of the surface of the chaos; a blank canvas waiting to be rewritten.
water, giving it a flickering golden glow. The Lethe’s effects vary depending on the degree of exposure.
Heaven’s realms contain many streams and pools of Acheron, • Minor Exposure: A splash, being speckled with spray, causes
going by many names. Here, newly arrived souls are urged to bathe absent-mindedness and forgetfulness, numbing the bite of painful
in the sparkling waters and let the concerns of their mortal lives be memories but inflicting a −2 penalty on all Intelligence-based
washed away. For the newly dead, this cessation of care is invaluable. skills for 1 day.
Living creatures, however, may get more than they bargained for.
• Brief Exposure: Characters must make a DC 30 Will save every
round they are exposed (such as sticking your hand in or drinking
Gamemastering Infinity
miles around with a ruddy, flickering glow. The crackle of flames body and soul. Hatesoak is a curse but functions similarly to a
mixes with the cries of those caught within it: demons and devils disease:
love submerging sinners in the bloody, boiling water.
Type curse, contact; Save Will DC 12 negates
• The area is fire-dominant and strongly evil-aligned. Onset immediate; Frequency 1/day
• Phlegethon is effectively a river of alchemical fire. Treat minor Effect target acts in evil manner at next opportunity (as a
exposure exactly like being hit by alchemical fire. Characters fully suggestion spell); Cure 3 consecutive saves
immersed in the river take 10d6 fire damage/round.
Protean Aphasia
STYX The Protean language is ever changing, never the same twice and
The Waters of Hate are commonly encountered in the Underworld never predictable. Yet the proteans themselves never seem to have
and the Hells. Evil souls are forcibly and repeatedly drowned within, trouble communicating. Learning it is like attempting to predict the
harvesting their bitterness and hatred. Its name also arises from the exact order that the raindrops will strike you while being caught in a
fact that dead souls gather on the bank to jealously gaze upon the hurricane. And there are consequences.
land of the living. Protean aphasia is a magical disease that affects only creatures
who speak Protean and the tongues of similarly chaotic creatures.
• The Styx is a strongly evil-aligned locale. Victims begin to randomly jumble words from the various languages
• The river counts as unholy water although it loses this property they speak, soon being unable to communicate in anything other
if removed from the river for more than 1 day. It also carries the Protean.
hatesoak affliction. Type disease, contact (special); Save Will DC 16
• Creatures that break an oath “sworn by the Styx” have a 50% Onset 1 day; Frequency 1/day
chance to be subject to a curse. They do not need to be on or near Effect −4 penalty to all skill checks involving language or
the waters for this to take effect. communication
• Anointing the body completely with Styx water wards a creature Effect after 2nd failed save; target loses access to all but original
against harm from both the living and the dead, granting them the language and reads and writes only Protean
equivalent of mage armor for 1 day, but this also subjects them to Effect after 3rd failed save; target can communicate only in
hatesoak. Protean; Cure 3 consecutive saves
• The waters radiate antipathy to all dead and undead creatures Protean aphasia only affects creatures who know Protean. Proteans
(even mindless ones). Treat as the spell effect (DC 22). Even and similar chaotic outsiders seem immune to its effect although
sailing over the river requires a check. they can be carriers. Infected characters can pass on the aphasia by
speaking within earshot of others who know Protean—even through
writing. Magic is ineffectual against it. In fact, targeting the victim
Type disease, injury; Save Fortitude DC 19 Type drug, ingested; Addiction moderate, Will DC 20
Onset 1d4 days; Frequency 1/day Price 200 gp
Effect 1d3 Con damage and 1d3 Dex damage and target is Effects (undead) 1d6 hours; slow as per the spell, −20 penalty to
paralyzed Perception checks
Cure 3 consecutive saves Effects (living) 1d6 hours; unconcious
Damage 1d3 Wis and 1d3 Str damage (see above)
The Starks
A common disease from the Shadow Plane and other locations
Blinding Nectar
where light rarely shines. Fey are immune. A glowing golden syrup taken from evanescent night flowers in the
Elflands, blinding nectar produces pleasurable swirls and bursts of
Type disease, contact; Save Fortitude DC 16 color. The target is blinded but rarely unhappy with their state. It also
Onset 1d3 days; Frequency 1/day makes them docile and easily manipulated. Aftereffects include spots
Effect color is leached from target (including clothes and items), and flashes in vision, synaesthesia, and visual hallucinations.
leaving black and white form; 1d4 Str damage and targets taking
3 or more Str damage are glum and cannot benefit from to Type drug, contact (eyes); Addiction minor, Fortitude DC 13
morale bonuses but gain a +2 bonus to saves against fear effects; Price 4,500 gp
Cure 2 consecutive saves Effects 1 hour; blinded and fascinated (Will DC 13 negates
fascinated condition; injury allows new save)
Damage −5 penalty to Perception checks for 24 hours
Gamemastering Infinity
Temporal sheer is a danger for those who travel between planes with
from non-Euclidean space. Some have suggested that this isn’t a mental
different time traits, most famously when returning from the Elflands
disorder but that victims have actually exchanged consciousness with
to Midgard. Victims find themselves immediately ageing or growing
another version of themselves in a parallel reality.
younger as their body adapts to its “proper” age by the rules of the
Alternate Personality Disorder destination plane.
Type insanity; Save Will DC 19 The sheering occurs when the target first touches the ground in
Onset immediate the destination plane. It can be avoided indefinitely by not touching
Effect −1d6 penalty on skill checks; target believes self not native to the ground—by means magical or mundane—such as by flying or
this universe; 5% chance that any Knowledge check is erroneous riding an animal.
Temporal sheer
Compulsive Ukase
Type planar effect; Save Fortitude DC 15
The overwhelming order to be found on Lawful planes seeps into the Onset immediate
psyche, rendering targets easily commanded and fervent devotees of Effect target loses any age gained while on previous plane; target
law. ages (or grows young) by the amount of time that has passed on
Compulsive Ukase the destination plane; target is exhausted (Fort DC 25 reduces to
Type planar effect; Save Will DC 15 fatigued)
Onset 1 week; Frequency 1/day
Effect −6 penalty to Will saves against command and similar magic; Xaosanoia
unable to knowingly break law; gains ability to detect chaos 3/day Spending time on highly chaotic planes isn’t a healthy experience
for the mortal mind. Characters suffering from xaosanoia become
Fortune’s Warp extremely jumpy and expect the world to abruptly change about them.
A side effect of time in highly chaotic planes, the victim’s luck vacillates In their minds, cause and effect no longer necessarily follow each other.
wildly between very lucky and very, very unlucky. You can develop xaosanoia like any other insanity but also by
rolling a 1 on any save against a confusion effect while on a highly
Fortune’s Warp morphic plane.
Type planar effect; Save Will DC 15 Xaosanoia
Onset immediate; Frequency 1/day Type Insanity; Save Will DC 15
Effect the next time target rolls 1 on a d20 roll, count as natural 20; Onset 1d8 days
after that, the next time rolls 20 on a d20 roll, count as natural 1; Effect +1 bonus to Initiative, −4 penalty on Reflex saves and
and so on Wisdom-based skill checks
Beyond the effect on actual dice rolls, the victim experiences an
forms—none too palatable for the living, but edible. Though it will
sustain a character, a meal of dead man’s food harms the living and time, the metaphorical mask forms a literal one: a second skin over
heals undead as if they’d been recipients of inflict minor wounds the angel’s own face. When they return to the higher realms, a wise
spell. If eaten in the Underworld, the living may also be subject to celestial pulls off their mask—though few can bring themselves to
a curse. destroy it outright. Scattered throughout the Heavens in the lonely
The law of the Underworld states that those who eat the food caves and isolated towers, some ancient celestials store hundreds of
of the dead have stolen from Death’s domain and may not leave their former faces, which flutter like lost moths in search of home.
until their debt is paid. Characters who partake of native food or An angel face masks both flesh and soul. When donned, its
asphodel leaves while in the underworld are judged to have broken wielder assumes the form and features of a Small or Medium
this ancient law. humanoid, which might be an existing creature or a persona the
angel made up. You detect as that creature. Treat this as alter self.
Type curse, ingestion; Save Will DC 15 avoids, Fortitude DC 20 The wearer’s true race and alignment is also disguised, as if by
negates misdirection.
Onset immediate; Frequency when leaving Underworld Uncontained angel faces flutter mindlessly, like butterflies (treat
Effect target may not leave Underworld by means of spell or as Tiny animated objects with a clumsy fly speed). If a creature within
planar road; Cure break enchantment, free the soul; the blessing 30 ft. attempts to lie or misrepresent itself, the angel face will attempt
of a powerful outsider native to the Underworld or a god with to attach itself to their face. Removing an unwanted face requires
the Death domain a Will save (DC same as spell like abilities of the creature it came
from). This save can be attempted 1/day.
Construction
WEAPONS AND ARMOR
Not applicable. Angel faces aren’t made, except by the deception of
Shield Special Ability: Fractal celestials.
The fractal shield is formed of interwoven patterns made up of
smaller versions of the whole that seem to draw in the eye in an Bezoar
endless spiral of infinite variation. Upon command of the wielder,
Aura varies (good, necromancy); CL varies
3/day, the pattern moves in such a way that algoriths, axiomites,
Slot hand; Price 17,900 gp; Weight 1 lb.
hundun, proteans, and similar outsiders of lawful neutral or chaotic
neutral alignment within 30 ft. that see the shield must make a DC Description
14 Will save or be fascinated for 1d4 rounds.
Like angel faces, bezoars grow from the bodies of outsiders who stray
Moderate evocation; CL 7th; Price +1 bonus. from their natural state. In this case, they form like cysts in the bellies
of fiends who stray from wickedness with acts of restraint, honor,
love, or similar emotions.
Bezoars cannot be made although they can be harvested. • The cloak’s final power consumes it utterly when used: the
wearer may plane shift to Hell (arriving in a random realm or
layer). The cloak burns away to nothing when used up.
Bottled Memory
Aura faint transmutation; CL 3rd Construction
Slot none; Price 1,400 gp (recreational), 1,650 gp (informative), Requirements Craft Wondrous Item, featherfall, mind blank, plane
2,000 gp (useful); Weight — shift; Cost 68,125 gp
Gamemastering Infinity
Description
Fished from the Lethe or stolen by memory nets, bottled memories
can contain just about anything: a first kiss, a moment of triumph,
the giddy glee of getting away with murder. The vintage (and cost) of
a memory depends entirely on its contents—rare memories or those
useful in blackmail or espionage are often worth many times the base
value.
Recreational memories are pleasant, diverting, or distinctive
events that are relatively common (1,400 gp market value).
Informative memories provide lots of detail of events unlikely to be
experienced by the majority of people—murder, a coronation, and
so on—or feature hard to reach places like the palaces of archangels
(1,650 gp market value). Useful memories provide significantly
useful information—such as a password, the combination to a safe,
or how to disarm a specific trap (at least 2,400 gp market value,
frequently more).
Construction
Requirements Craft Wondrous Item, memory net or a memory of
creator’s own; Cost half market value
Chroniker
Aura faint divination; CL 5th
Slot head; Price 5,400 gp; Weight 1 lb.
Description
Chronikers are simple devices that resemble oversized pocketwatches.
A chroniker perfectly tracks time on two planes. It has a normal
clock face but two sets of hands. To set the time to a particular plane,
the user merely has to set the hands to the current time while on
that plane.
Description Description
Dead man’s eyes are said to be created whenever Saint Charon A powerful catalyst, hundun blood enhances creative magic of all
handles an offering to the dead. They’re named after the coins placed kinds. If mixed into a potion (a full round action requiring a DC 10
over the eyes of corpses as an offering. They’re slowly spreading Craft (alchemy) check), it increases all the potions variable effects
throughout Creation as a macabre form of information. by 50%. It has a similar power when drunk by spontaneous casters:
Placing the coins over your own eyes allows you to experience any spells they cast in the next round are empowered, as per the
the last few moments (30 seconds or so) of a dead soul’s life, as seen metamagic feat without any increase in level.
through their eyes. Hundun blood may also have other creative effects, such as
Charon’s power lingers in the coins another way: a dead or ensuring fertility, causing enhanced growth in animals and plants,
undead creatures who freely accepts a gift or payment of dead man’s and automatically stabilizing a dying character if rubbed into their
eyes for some service is bound to honor their agreement by a geas/ wounds. The GM should arbitrate the results of any experimentation.
quest.
Construction
Construction
A fresh, intact hundun corpse provides enough blood for 1 vial/HD,
Requirements Dead man’s eyes are created by St. Charon or which can be consumed raw if fresh enough (within 2d10 minutes),
powerful aeons. provided the user can stomach it (Fort DC 15).
Egg of Worlds Requirements Craft Wondrous Item, hundun blood; Cost 2,250 gp
Aura strong evocation; CL 16th
Slot —; Price 40,000 gp; Weight 1 lb. Liquid Miracle
Aura faint transmutation; CL 3rd
Description
Slot none; Price 4,000 gp; Weight —
Torn from the heart of a hundun, an egg of worlds is creative potential
incarnate. It can create just about anything: ideas, philosophies and Description
Gamemastering Infinity
religions, magical items, “mundane” things (like palaces or towering Liquid miracle is made from distilled amrit (see DRUGS AND
trees), demiplanes, creatures of the reincarnated dead. Any act of POISONS). It fills the user with a sense of connection to the
creation can be invoked by breaking the egg and unleashing its raw divine. One dose of liquid miracle refreshes one divine spell slot or
creation (equivalent to a wish), but the results are not always exactly previously cast divine spell of 1st–2nd level of the user’s choice. The
to the user’s desires. spell or slot must be used within 1 round or it becomes useless. If
Construction
Requirements Eggs of worlds are found in the hearts of hundun.
Faerie Food
Aura faint conjuration and necromancy; CL 5th
Slot —; Price 938 gp; Weight —
Description
Not every edible thing in the Elflands is faerie food, but it’s easy
to produce and a common and well-known trick among the fey.
Fey food typically has a tantalizing smell and mouth-watering
appearance, and it tastes as good as it looks. Many victims believe
it’s the best food they’ve ever tasted, but the effects are usually far
from pleasant.
Faerie food comes in a variety of styles, and a single creation
typically has enough food to feed up to 15 people. Even a single bite
afflicts the eater with a curse, which typically manifests as charm,
geas/quest (usually to serve the fey who provided the feast), deep
slumber or baleful polymorph.
Construction
Requirements Craft Wondrous Item, bestow curse, create food,
creator must be fey; Cost 469gp
Gamemastering Infinity
dead as often as desired. The wielder may also command the spirit traits:
to use one of its spells or spell-like abilities (if they are known to
• Mildly Neutral aligned
the wielder). A total of 9 levels of spell or spell-like ability may be
invoked each day. • Highly Morphic: As a remainder of Creation, Urt is full of
potential.
Construction
• Impeded Magic: Urt is almost entirely empty of elemental
Requirements Craft Wondrous Item, speak with dead, trap the soul; magic: spells with the air, earth, fire, or water descriptors
Cost 162,000 gp are impeded.
Urt’s wielder can invoke the following powers: major creation,
Tenebrous Gloves minor creation. It can also be used as a rod of metamagic to
Aura moderate illusion (shadow); CL 9th extend a spell (using up a number of spell levels equal to the
Slot hand; Price 6,000 gp; Weight — spell cast).
Description
Originally created by the scaithesidhé to allow their shadow servants
to interact with material objects, these gloves are also prized by
ghosts and similar undead. They allow an incorporeal creature to
handle physical objects as if by mage hand. Corporeal creatures who
don the gloves may touch, grapple, or punch incorporeal creatures,
as if they were wielding a ghost touch weapon.
Construction
Requirements Craft Wondrous Item, mage hand, shadow walk; Cost
3,000 gp
NEW TEMPLATES
Bestiary
Constant—deathwatch
At Will—mending, make whole
3/day—web
TACTICS
Before Combat Arachne isn’t a strong
tactician and rarely comes up with a plan
before the hostilities begin. She’d rather
seduce someone instead of fighting
them.
During Combat Arachne prefers to keep
some distance between her and her
enemies and tries to impede assailants
with web. She throws daggers at those
who are caught, hoping to discourage
them with her deadly precision.
Morale Arachne is a survivor that prefers
to flee whenever possible although she
never lets down a true friend. Surrender is
a perfectly reasonable option if her captors
are creatures of honor.
STATISTICS
Str 10, Dex 27, Con 10, Int 17, Wis 10, Cha 18
Base Atk +12 CMB +12 CMD 30 (42 vs. trip)
CICERONE THE
UPFALLEN
“Here I am, poor Cicerone the Upfallen. Neither angel nor devil,
nor anything between. By careful balance, I am my own creation. I
take nothing from nobody, I owe allegiance to no one, and my soul—if
I have one—is in no god’s grasp. Can you say the same?”
You might mistake him for an astral deva at first glance but not for
long. There are tiny horns budding from his brow, just beneath the
halo, and a sinuous tail swishes behind. The wings still have their
glorious white feathers however, even if the air around him no
longer shimmers with purity and light. DEFENSE
He’ll smile and assure that he’s no devil but never claims to be AC 27, touch 15, flat-footed 23 (+4 Dex, +15 natural [+2
virtuous or your friend. deflection against chaos, evil, good, and lawful creatures])
Hp 234 (15d10+6d8+120)
Cicerone the Upfallen, CR 19
Fort +18, Ref +18, Will +16; +4 against poison, +2 resistance
Fallen Astral Deva, Bard 6
against chaos, evil, good, and law
XP 38,400
Defensive Abilities uncanny dodge; DR 10/evil; Immune acid,
N Medium outsider (extraplanar)
cold, petrification; Resist electricity 10, fire 10; SR 25
Init +8; Senses darkvision 60 ft., low-light vision; Perception
OFFENSE
+26
Aura aura of balance Speed 50 ft., fly 100 ft. (good)
Melee +2 disrupting warhammer +30/+25/+20 (1d8+14/×3
plus stun) or slam +27 (1d8+12)
Bestiary
She looks like a fallen angel or mortal seductress, but she’s an
Skills Acrobatics +22, Diplomacy +24, Fly +26, Intimidate
instrument of pure vengeance, available for hire to those dead who
+24, Knowledge (planes) +31, Knowledge (religion) +28, were wronged during their lifetimes. She follows the code of vendetta
Perception +26, Perform (Singing) +29, Profession (gambler) with absolute devotion. She does not offer justice, and there’s no line
+22, Sense Motive +32, Spellcraft +13, Stealth +28, Use she will not cross. She never stops once vengeance is underway.
Magic Device +19
Languages Celestial, Draconic, Infernal; truespeech Lady Liliam, the Black Avenger, CR 14
SQ bardic abilities, change shape (alter self) XP 38,400
Combat Gear +2 disrupting warhammer, 1d6 other random Erinyes rogue 5
magic items LE Medium outsider (devil, evil, extraplanar, lawful)
Other Gear fine clothes and jewelry; 1d10 hangers on Init +7; Senses darkvision 60 ft., see in darkness, true seeing,
SPECIAL ABILITIES Perception +21
Aura of Balance (Su) Cicerone’s rejection of extreme alignments DEFENSE
generates an aura that impedes the attacks of chaotic, evil, good, AC 24, touch 18, flat-footed 16 (+7 Dex, +1 dodge, +6 natural)
and lawful creatures. It functions as a magic circle against chaos, Hp 145 (9d10+5d8+70)
evil, good, and law, providing a +2 deflection bonus to AC and a
Fort +12, Ref +17, Will +8
+2 resistance bonus on saving throws to anyone within 20 ft.
DR 5/good Immune fire, poison
Stun (Su) If Cicerone strikes an opponent twice in 1 round with his
Resist acid 10, cold 10; SR 19
warhammer, that creature must succeed on a DC 25 Fortitude save
or be stunned for 1d6 rounds. The save DC is Strength-based. OFFENSE
Speed 30 ft., fly 50 ft. (good)
BACKGROUND Melee +2 longsword +16/+11 (1d8+9/19-20)
Once an astral deva, Cicerone fell countless centuries ago, lured away Ranged +2 composite longbow (oathbow) +16/+16/+11
from Heaven’s grace by excitement and new experiences, a gambler’s (1d8+7/x3) or +19 against a sworn enemy*) or rope +18
love of danger, and growing desires that there was more to the touch (entangle)